Showing Posts For Socram.6587:
tl;dr? The current MMS seems to be too violatile and fast changing. Needs to award playing many games (put a cap on max gains and a bigger cap on max losses for rating…?).
Sorry, but no.
A proper rating always takes the matchups into account and not the amount of played games. If you are rank 7 and lose to a team with an average rank of 634 (lets not regard the circumstance that such matchups should rarely occur if there are enough players in the queue), then why should you only drop a few ranks? Several hundred seem to be more appropriate ;-) It’s not like you couldn’t climb up again just as fast.
ANet just needs to split the ladder between premades and solo queuers, ideally also the tournaments queues ingame.
In the current implementation all players who can at least sometimes play in a proper team and care about their rating would never queue as a solo player because they would most likely lose against a premade and get a huge drop in their rating. So they are discouraged from playing… by the game itself oO
Hasn’t it been this way since forever? As long as it gets repaired at the start of the match I don’t see a problem.
You shouldn’t be able to alter the angle of the treb before the match starts, though… if this is still possible, haven’t tested it since a while.
Crafting dyes is pretty much the only reasonable thing to do with them.
Gems and Gold are pretty much the same, you can trade them for each other.
Also it’s not entirely true that you get nothing for doing PvP, you can get/transform quite a lot of dyes and sell them on the TP. In relation to the invested time it’s less than you can make in PvE, but it’s still something ;-)
PvP Duelist: http://wiki.guildwars2.com/wiki/PvP_Duelist_armor
PvP Leather (looking like PvE Duelist): http://wiki.guildwars2.com/wiki/PvP_Leather_armor_
I guess you mean the latter. I’m not really sure if you can obtain free tournament reward chests or Free Tournament Token right now, didn’t play that much recently.
If you cannot, then you’d have a problem getting this ;-)
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I foresee that there will be quite a gap between “what will be” and “a few things” you’d “like to see” ;-)
My guess at what we can modify with the initial release of custom matches:
- Amount of players
- Map rotation
1. http://www.guildwars2guru.com/topic/55030-pvp-mystic-forge-recipes/
2. I keep a 2nd stack in the inventory, so the items don’t get put into the first slot of my inventory. Additional stacks get deleted, even though I foresee that ANet someday suddenly implements a super special reward that needs high amounts of PvP crafting mats ^^
1) Is ANet planning to make the game more enjoyable for solo/small group queuers? (e.g. separate queues with their own visible ratings)
2) Are they happy with the current bunker-heavy meta? I’d like to see a compromise between the currently big customization possibilities in gear and an equalization like in Bloodline Champions.
3) Can we expect any change to the Glory/Rank Point system? Currently these are awarded mainly for tagging enemies and killing them, not as much as going for the objectives, playing as a team or winning the game. The Hot Join mode should also just exist for testing/dueling purposes and therefore not reward any points at all. A lot of new players get the impression that it’s the place to be to farm points, but they cannot learn much there in regard to actual PvP tactics → wrong incentives.
We’re curious to see how the population shifts now that the tournament formats are changing.
I’d like to make a prognosis: The population, after an initial boost because of the patch, will dwindle.
Mainly because of the 4v5 player bug (yes bug, not someone leaving the roster or game) and the constant matching of PUG and premade teams.
To not make this post too dramatic I’d like to add that I appreciate the recently increased ANet activity in this forum ;-)
In addition there is a bug where a team member on team red is also on the roster for team blue, if he soloqueued.
—-How do I know this? Whenever someone doesn’t show up to a spvp torny match I look up their account name on the roster, and match it with the members in my team. On two specific occasions a team member on my roster was put on the other team.
I claim that this bug is the major cause for the immense quantity of 4v5 games since the recent patch, and not people leaving the queue/roster before or during the match.
I really wonder why Evan has not commented on this point – which has also been brought up in other threads – but rather thinks about implementing new DotA2-like systems (which would be very nice to have, but their lack is not as gamebreaking as the current bug that caused me to completely stop PvPing).
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The point is to have competitive matches. If you are so good that you beat every other solo group. Then yeah you should have at least a reasonable shot at beating the lower tier premades.
That means u think that once ratings have settled, soloqers will be in a “low tier” and teamplayers in a “high tier” with a little zone of overlapping? That seems to be severly flawed, cause it would only work if teamplayers ONLY play with their team and soloqers ONLY play solo. If u have someone usually playing with his team doing some matches alone cause his team isnt complete or they take a timeout his rating will be so high at first that he gets matches withprmades till it finally settles in the low tier. When enough people of his team do that their average rating will drop in the “low tier” so when they finally play as a team once again….they face soloqers.
How can u not see that this System is completly flawed? The thing is that ur capabilitys of winning will fluctuate very much if u alternate between solo and teamplay, cause of composition, ts-coordination, overall gameplan and soforth. Hence ur rating will never be able to stabilize. I just dont get how this System made it live.
100% this. I wrote something similar in a different thread, as imho it’s a big problem with the current state.
My suggestion for highly needed changes is:
- single match queue for solo players only, visible rating
- single match queue for 5 player teams only, visible rating
- 2-4 player teams can either play in Hotjoins or, when the demand is high enough, play in a single match queue for 1-5 players with a hidden rating (current “1-round free tournament”).
Nice to have:
- regular (daily, weekly, monthly) tournaments for full teams with 3 or more rounds and a spectator mode
- Overhaul of the Glory/rank points system to reward playing the objectives and not going for the most kills, as well as reward winning the match more.
Minor:
- Overhaul of the ranks so players get a cosmetic item progression that’s more evenly distributed among their playtime and not only with rank x0, which causes them to need weeks, months or even years for casual players in high ranks to get something new again.
And number 5 realls has to happen. Especially since the Eles were not really nerfed and the meta has been stagnant for months. It forces the team composition to be built around taking care of the Ele, especially if there is more than 1; top teams may only have a few issues ( and only sometimes ) but probably most other teams.
Point 5) wouldn’t increase the quality or quantity of bugfixes or balance changes, that’s illusional
Let us say it would at least help a bit. Like they used to implement patch for the broken clones/phantasms last year in a short time.
Hotfixes can be deployed at any time, you don’t have to change your regular patch cycle for that.
And number 5 realls has to happen. Especially since the Eles were not really nerfed and the meta has been stagnant for months. It forces the team composition to be built around taking care of the Ele, especially if there is more than 1; top teams may only have a few issues ( and only sometimes ) but probably most other teams.
Point 5) wouldn’t increase the quality or quantity of bugfixes or balance changes, that’s illusional
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1) and 3) (shouldn’t that be 2.5?) are very important for a better motivation.
I wouldn’t remove Hotjoin but rather remove their Glory and Rank Point Rewards completely. These points should also not be rewarded for kill farming but either for an objective-oriented playstyle or the team’s performance.
I’d also split up the ranks into a lot more tiers, there are enough armor/weapons sets available for that… currently, if you reach x0, you just forge all items that you want and that’s it with material rewards for the next weeks/months to come (or even years for casual players in higher ranks).
The reward of fighting a strong enemy and winning is more important in a true PvP game, of course, but the cosmetic rewards are a big motivational factor for many players and should be distributed more evenly regarding their playtime.
Periodic tournaments and observer mode are nice to have and should be added after the previous points are implemented, imho.
Edit: Regarding “I think they shouldn’t split solo queu from pre-made for several reasons.”:
What happens for players that want to play both in a premade and solo (which I think there would be a lot of)? Something along the lines of this:
They start with 11-1 after an evening with their team and get a high rating. The next day, some of them queue solo and get mainly premades b/c of the high rating, which then plummets down. When playing with the team again, a lot of pubstomping follows, since the rating is not that high anymore. Fun for anyone? I don’t think so… the whole idea of a mixed queue is pretty kittened up if you ask me ;-)
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+1
Out of the 8 matches (I think) of solo queueing today I was 6 times in a team of four people. The enemies were full every time. That’s not exactly motivating.
I guess the occasianal network error when klicking the solo button has something to do with it. Whenever that happened, I had to open the team roster and submit right afterwards to get a tourney rolling.
The QP system was never meant to be a ranking system or ladder.
The points will be used as a currency for the coming tournament types (e.g. monthly/yearly), and that’s it.
The implementation of a ranking system was already annouced for the big february patch.
You could invest a small portion of the time that you need to rant on the forums to take a look at the “socks and hats.. Again, RNG style.”… never wondered what these are for?
You can turn them in for more giant presents to have another crack at the RNG.
Uhm yeah… and you can buy permanent weapon skins of your choice with it, which you have asked for. Twice.
You could invest a small portion of the time that you need to rant on the forums to take a look at the “socks and hats.. Again, RNG style.”… never wondered what these are for?
I agree, and this has been brought up a lot of times already.
What do you need the tickets for, then? ;-)
Too bad that the roster is full, I would’ve loved to participate in that ;-) Well, if someone is missing, don’t hesitate to whisper me.
So you want to revert the game back to a build where the culling bug still existed in sPvP? Yeah right, this would definitely enhance your chances vs. Thieves
I’m not usually the guy to say this, but this is a l2p issue. With good map awareness it’s very difficult to be surprised by a Thief, their Stealth usually doesn’t last that long. And even if they do, you could pop a defensive cooldown or dodge immediately after getting hit by an unknown source.
If you have no def.cd available/ready or are running around with glasscannon gear&spec, then they should be able to kill you fast when adding into a 1v1. Nothing wrong with that imho.This is not a L2P issue. This is from a different match, but it pretty much sums it up… Everyone keeps saying L2P, frankly, I only have problems with Thieves and Mesmers. I can spec Glass cannon if I want, matter of fact after making this post I said screw it, I die in 3 hits, I might as well do some damage. As of right now I am running a 20 20 0 10 20 build doing 1k – 5k dmg depending on the skill used. But that is only versus other people with glass cannon. If u cant out bunker them, then try to burst them before they burst you I guess.
And if you played Beta you would know what I meant by the Reverse balance. Back when Ele Fire Grab did 10k + dmg. We got nerfed almost instantly, but another class with just as much if not more survivability in glass cannon spec, doesn’t receive the nerf. At the very least, Ele’s have Cooldowns to make this kind of damage temporary… It is not spammable like initiative based attacks.
I played a lot of Structured in the BWEs with a Ranger and Engineer, and since release I play exclusively Elementalist (rank 26 atm, coming from about 95% Free Tournaments).
In this time I tested out a lot of builds, first with staff, then with d/d, which suits my playstyle a lot more.
When I tried berserker gear with a spec that was meant to burst down an enemy quickly, I got frustrated quite fast… I had almost no control over the fight, and other glasscannons with the initiative on their side or multiple enemies resulted in pretty much instadeath for me. Not very enjoyable and also not helpful for the team.
The best results in the tournament format I got with a well balanced setup as a roamer, meaning neither bunker nor glasscannon. 1v1 encounters work extremely well vs most enemies (especially glasscannon Thieves, stealth is imho not such a big survivability factor as you say it is) and sometimes you last long enough vs a superiority to get some help from teammates.
You might want to try this out yourself… adapting to the metagame and trying to find out a build that suits your playstyle is generally more rewarding than blaming the Devs (who, in my opinion, made a mostly well balanced game in it’s current state, definitely better than in the beta).
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30 minutes? This must be in the American region, since in Europe it takes about 10 seconds to get a Free Tournament started… or you’re exaggerating a liiiittle.
Edit: And there I forgot that you queued up solo ^^ Ofc it may take this long when there are only few players/small teams in the queue.
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I’m only rank 26, have played about 4-6 paid tournaments and am in the possession of 75 Tournament Tickets, without buying a single one… at this rate they will last a long time even if I start to play more Paid than Free Tourneys.
With the Nov15 patch they even added Daily ond Monthly Achievements which award tickets, so you would not run out of them even if you exclusively played Paid Tournaments.
So you want to revert the game back to a build where the culling bug still existed in sPvP? Yeah right, this would definitely enhance your chances vs. Thieves
I’m not usually the guy to say this, but this is a l2p issue. With good map awareness it’s very difficult to be surprised by a Thief, their Stealth usually doesn’t last that long. And even if they do, you could pop a defensive cooldown or dodge immediately after getting hit by an unknown source.
If you have no def.cd available/ready or are running around with glasscannon gear&spec, then they should be able to kill you fast when adding into a 1v1. Nothing wrong with that imho.
Apart from this being technically very difficult to implement, the design and balance of a multiplayer game like this typically evolves around group fights, wherein focus firing is a crucial part.
I see nothing wrong with that, as there are enough defensive abilities that let you live long enough even without a dedicated healer. And in a 2v2 fight you could, well… do the same
Cantrip Mastery STILL does not affect Mist Form (even after being “fixed” in this latest patch)
Can anyone confirm this?
I just tested it myself: The cooldown (not only the tooltip) on Mist Form does correctly change from 75 to 60 seconds with Cantrip Mastery. Tested in the Heart of the Mists, out of combat.
Cantrip Mastery STILL does not affect Mist Form (even after being “fixed” in this latest patch)
Can anyone confirm this?
The autobalance works pretty well in this game, especially with the new feature of disabling itself shortly before a match ends.
The problem with dueling players in hotjoin matches will end when the custom game feature goes live.
SO THE DEVS ALREADY WOKE UP!!!!111
I’d like to agree, the PvP locker would be the most convenient place to transfer items between twinks.
I guess ANet won’t implement this because the Instant Bank Access would be somewhat useless then, though. They could have allowed mail transfer between twinks in the first place, but didn’t do that
Maybe I wasn’t paying enough attention to it, but I’m pretty sure that the healing component of Cone of Cold does only heal allies and not the Elementalist.
The selfheal whine in this thread would be quite unnecessary, then